I’ve been reading and working on top of the NinjaSnowWar sample project in order to come up with a basic networked game. One of challenges I’ve been facing is lag compensation and projectiles. I’ve read a little bit on how the Source engine does it:
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation
But I’m still not sure how that applies in Urho. Do I have to, on every frame, get all reported positions for the project + the player, and do a Slerp based on server time, and see if the hit was probable or not?